What video games have to teach us about learning and literacy / James Paul Gee.
Material type:
- 9781403984531 (pbk.)
- 1403984530 (pbk.)
- Video games -- Psychological aspects
- Computer games -- Psychological aspects
- Learning, Psychology of
- Visual literacy
- Video games and children
- Videojuegos -- Enseñanza
- Videojuegos -- Aspectos psicológicos
- Juegos con computador
- Beeldcommunicatie
- Kinderen
- Video games -- Psychological aspects
- Computer games -- Psychological aspects
- Learning, Psychology of
- Video games and children
- Visual literacy
- Juegos de computadora -- Aspectos psicolâogicos
- 794.8019
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GV 1469.27 B162w 2010 The Warcraft civilization : social science in a virtual world / | GV 1469.3 B675n 2010 Newsgames : journalism at play / | GV 1469.3 E29u 2015 Understanding video games : the essential introduction / | GV 1469.3 G297w 2007 What video games have to teach us about learning and literacy / | GV 1469.3 H847 2019 How to play video games / | GV 1469.3 K14v 2020 Virtual cities : an atlas & exploration of video game cities / | GV 1469.3 L666v 1997 Los videojuegos, un fenómeno de masas : qué impacto produce sobre la infancia y la juventud la industria más próspera del sistema audiovisual / |
"December 2007"--T.p. verso.
Includes bibliographical references (p. [229]-239) and index.
Introduction : 36 ways to learn a video game -- Semiotic domains : is playing video games a "waste of time"? -- Learning and identity : what does it mean to be a half-elf? -- Situated meaning and learning : what should you do after you have destroyed the global conspiracy? -- Telling and doing : why doesn't Lara Croft obey Professor Von Croy? -- Cultural models : do you want to be the blue sonic or the dark sonic? -- The social mind : how do you get your corpse back after you've died? -- Conclusion -- Appendix : The 36 learning principles.
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